Each one represents all the skills you would need for a particular job. Invent your own, or check the list that starts on page 84.

Reserve (pg. 88)

Each Capability has Reserve equal to the level of the Capability. Professions have twice as much.Spend Reserve to re-roll a die, or to add +1 to the roll. Must spend from something you’re actually rolling.

Basic Dice Rolling (pg. 100)

Roll one ten-sided die for Capability, and one for Profession. Read 0 as 10. Multiply your roll by your score, and use the higher result. For long-term contests and combat, each roll reduces the loser’s Reserve rating by 2 points. When someone is reduced to zero Reserve, the next attack actually hits them, putting them at the attacker’s mercy. Detailed rules for long-term contests are on page 101.

Using Core Values

For resistance, add the level of the CV to your score in Metatech and any resisting Profession.When taking actions that align with your CV, youget +1 to the roll if your CV is 1-5, or +2 if it’s rated 6-10.Using Twists on people with opposed CVs rated at 6 or higher costs an extra Twist.

Themes

These influence your character’s story in particular ways. You spend Twists to bring them into play.The Themes are Plot Immunity, Empathy, Romance, Comprehension, Magnetism, and Intrigue.Each one has a descriptor, a word or short phrase that limits where it’s useful or how it can be used.Activate Themes by spending Twists.

Start each game session with one Twist.Spend one Twist to activate a Theme (of any level) and change the story. Spend an extra Twist to get a more powerful effect.Take Complications to get more Twists. The higher your Capabilities, the worse Complications you have to take.